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716 of 64 results
7.
A function used in this way should either ignore unknown keyword arguments, or pass them to a character function. Doing this will allow the game to continue working if Ren'Py adds additional keyword arguments to character calls.
(no translation yet)
Located in ../../source/statement_equivalents.rst:59
8.
The equivalent of the say statement.
(no translation yet)
Located in ../../source/inc/se_say:5
9.
`who`
(no translation yet)
Located in ../../source/inc/se_say:10
10.
Either the character that will say something, None for the narrator, or a string giving the character name. In the latter case, the :func:`say` is used to create the speaking character.
(no translation yet)
Located in ../../source/inc/se_say:8
11.
`what`
(no translation yet)
Located in ../../source/inc/se_say:14 ../../source/inc/se_images:68
12.
A string giving the line to say. Percent-substitutions are performed in this string.
(no translation yet)
Located in ../../source/inc/se_say:13
13.
`interact`
(no translation yet)
Located in ../../source/inc/se_say:18 ../../source/inc/se_menu:14 ../../source/inc/se_menu:30
14.
If true, Ren'Py waits for player input when displaying the dialogue. If false, Ren'Py shows the dialogue, but does not perform an interaction.
(no translation yet)
Located in ../../source/inc/se_say:17
15.
This function is rarely necessary, as the following three lines are equivalent. ::
(no translation yet)
Located in ../../source/inc/se_say:20
16.
Choice Menus
(no translation yet)
Located in ../../source/statement_equivalents.rst:67
716 of 64 results

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